Hey all- been repping @whatisthistreachery’s list from a while ago for some time, I think it’s one of the meanest takes on Gagarin (and weyland in general right now). I’ve a few tweaks, and recently took down a small 8-player GNK with a 3-1 record (with the loss coming from a timed loss to a recursionless criminal whose rig I had just wiped with marcus+archer… too bad the agenda I spent on archer put me one point down…). While certainly this isn’t the most competitive scene ever, I’m very convinced that this deck is the upper crust of tier 2, and may be just a few new cards or even list tweaks from being truly competitive.
Anyways, thought I’d post the current list and some thoughts on key includes and see what ideas people might have.
Gagarin Sportstown
Gagarin Deep Space: Expanding the Horizon
49 cards
Influence: 15/15
Agenda points: 20
Agenda (10)
2 Global Food Initiative••
3 NAPD Contract
3 Project Atlas
2 The Future is Now
Asset (11)
1 Capital Investors
1 Corporate Town
2 Jackson Howard••
3 PAD Campaign
2 Public Support
2 Team Sponsorship••
ICE (16)
1 Archer
1 Assassin
1 Caduceus
1 Enigma
1 Fire Wall
2 Ice Wall
1 Ichi 1.0••
1 Meru Mati
3 Spiderweb
2 Tour Guide
1 Wendigo
1 Wormhole
Operation (6)
3 Hedge Fund
3 Paywall Implementation
Upgrade (6)
2 Ash 2X3ZB9CY••••
1 Crisium Grid
2 Expo Grid
1 Marcus Batty•••
Agendas:
Atlas and TFIN: 5 of the agendas generate unviersal tutoring and are never-advance threats (each in their own way). They turn on the decks many powerful one-ofs, and generally just make the deck stupidly versatile and consistant.
NAPD: NAPD isn’t just defensive, here it serves as an aggressive rush agenda. I tutor for them all the time, I’ve scored them naked, with just an Ash for defense, and every which way. The idea is to compound the Gagarin credit pressure and exploit runners who break themselves keeping your stuff trashed.
GFI: the newest include, these live up to their reputation and make RnD a lot less vulnerable. I was having a fine time with HRIs, honestly, but those 3 point chunks definitely lost games. I score them a lot too, having a 3 point option is nice for closing out games in narrow windows.
Assets:
Public support: dream gagarin card. perfect balance between must-trash and no-one-want-to-trash-it, it obviously turns on archer and corp town as well.
Corporate Town: #1 tutor target by far, there are just so, so many decks this card can just annihilate. It can be tricky to pull off and protect, but it’s often worth it. The other way to play it is to purposefully telegraph it to make them trash it over and over when you keep bringing it back with Sponsorship. Worth pointing out, this is one of the hardest DLR counters in the game right now, worth protecting with ash/batty in that matchup.
Team Sponsorship: Need I say anything about this card? it’s must trash, but so many people leave it up. put it in a single-ice server to really deter people, but really it’s win-win no matter what the runner does.
Cap Investors: I go back and forth about this card, as it seems like a “bad” card, but whenever I pull it I end up wishing I had it. Very clutch tutor target against Whizzard/scrubber/imp spam, throw it in the scoring server and push out some credits until you have enough to keep you afloat.
ICE:
I won’t go card-by-card here, but it’s a barrier-heavy mixture of beefy marcus targets and cheap-to-mid-cost gear checks. tour guide is worth a mention, this card is a workhorse: works as a great single layer asset deterrent, where runners are loathe to parasite it, or if they’re leaving your assets unmolested (it happens a lot) it acts as an excellent parasite sponge to help protect your spiderwebs and other actually valuable ICE. did I mention it’s also the absolute cheapest sentry gearcheck around?
Ops:
Paywall implementation: this is a weird card, but man have I made a lot of money on it. it changes the math on throwing out naked assets, deters digs on naked centrals, and just generally works. seems weird to include 3, but I’m always either 1) glad to see a copy or 2) making so much bank on the first copy that there’s no hard feelings.
Upgrades:
These are all pretty self explanatory. defensive upgrades are boss in gagarin, very frequent tutor and recursion targets, and they give the deck just enough of a late game (whether or not the runner is there with you yet :D) to close things out.
Expo grid: generally pulls its weight. even if they are trashing every asset, you can at least throw one in the scoring server and make money while you public support or mash cap investors. In a tight spot it can masquerade as ash to push out early points.
gameplay-wise the plan is nuts-out rush with tutors to bring out spiky setbacks for the runner (like marcus, archer, corp town, even crisium grid) and just enough consistency and taxing tools to set up a light glacier situation very fast to close out.
Changes? Questions? I’ve tried launch campaign, it’s very strong, serves a similar role to cap investors, it’s just tough to find spots for it. The ICE suite feels surprising strong compared to how it looks on paper, but I’m definitely open to suggestions.